Today's graphical user interface limit human's perceptual, cognitive and physical abilities while also limiting the boundary of computing technology can be used. To overcome these limitations, I am interested in designing novel interfaces to support natural interaction. The domain of design practice includes any experimental forms possible to implement the interfaces - interactive products, mobile devices, space with pervasive technology, public installation or web-based application.
Multi-Modal Interfaces for Affective Computing
Although usability - efficiency, effectiveness - is an important rule for the satisfactory design, affective factors are great values in creating novel experience. For my thesis research, I studied haptic interfaces for websites and evaluated the emotional aspects of the tactile feedback prototypes. Since I feel the framework to design affective information system has not been sufficiently investigated, I want to build up on my previous research, employing various qualitative methods[7].
Creativity and Meta-Interactivity
Another example of my interests is meta-interactivity design in the context of play. Working at an online game company, I analyzed the mechanics of card and board games and applied them to user-generated digital games. Theories of interactive narrative[8], game design[9][10] and interactivity will help develop the idea. A further interest is the exploration of the underlying rules that inspire the abilities of people to create and share their experiences. Next, I want to design beyond-screen interfaces to demonstrate this meta-interactivity. One possible idea is tangible interfaces over table to design virtual board games.
Reference
[1] McLuhan, Marshall. Understanding Media: The Extensions of Man, 2nd Ed. Cambridge: MIT Press, 1994.
[2]
Ong, Walter. Orality and Literacy: the Technologies of the Word. London; New York: Methuen, 1982.
[3] Dourish, Paul. Where the Action Is:
The Foundations of Embodied Interaction. Cambridge: MIT Press, 2004.
[4]
Goffman, Erving. Presentation of Self in Everyday Life. New York: Anchor Books, 1959.
[5]
Kaptelinin, Victor and Bonnie A. Nardi. Acting with Technology: Activity Theory and Interaction Design. Cambridge: MIT Press, 2006.
[6]
Alexander, Christopher, Sara Ishikawa, and Murray Silverstein. A Pattern Language: Towns, Building, Construction. New York: Oxford University Presss, 1977.
[7]
Picard, Rosalind. Affective Computing. Cambridge: MIT Press, 2000.
[8] Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace.
Cambridge: MIT Press, 1998.
[9] Wardrip-Fruin, Noah and Pat Harrigan (Eds). First Person: New Media as Story, Performance, and Game. Cambridge: MIT Press, 1998.
[10] Salen, Katie and Eric Zimmerman. Rules of Play: Game Design Fundamentals. Cambridge: MIT Press. 2003
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